Commit 445311

2026-09-14 19:13:11 Anonymous: Remove text slop: disclaimers, process metadata, restatements and hedge tags; no rule changes (owner readability review, 14 Sep)
hold the flood/expedition proposal.md ..
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# Hold The Horde — Expedition Proposal
- *A proposal for the owner and PM to react to. It shows how three successive trips from the ship can each be worth taking. The rooms follow Arrangement A of the [Station Room And Module Inventory](/Hold%20The%20Flood/Station%20Room%20And%20Module%20Inventory); the people, fiction and details are examples and remain revisable.*
+ *A proposal for the owner to react to. It shows how three successive trips from the ship can each be worth taking. The rooms follow Arrangement A of the [Station Room And Module Inventory](/Hold%20The%20Flood/Station%20Room%20And%20Module%20Inventory); the people, fiction and details are examples and remain revisable.*
## The problem with coming back
- Every return home ends your temporary power. The owner chose that, and it gives each trip its own rise from vulnerable to dominant. Under the team's current proposal, a living return preserves the current arrangement and population: defeated creatures stay defeated, releases you resolved stay spent and no source refills merely because you went home. Surviving creatures can still move. That is what makes the station yours. The grille you shut, the cap you closed and the canister you dropped are all still there.
+ Every return home ends your temporary power, which gives each trip its own rise from vulnerable to dominant. Under current rules, a living return preserves the current arrangement and population: defeated creatures stay defeated, releases you resolved stay spent and no source refills merely because you went home. Surviving creatures can still move. That is what makes the station yours. The grille you shut, the cap you closed and the canister you dropped are all still there.
Together those rules create a problem for a careful player. The ship's dock never moves, so every trip starts from the same door. Within one life, pushing the same route deeper can leave more cleared ground between that door and the next unresolved frontier. A death reshuffles the unjoined station and brings new crowds, but at the cost of position, known routes and unfinished work, so dying must not become the way to shorten a walk. By the third trip into a region you can walk out at starting strength across rooms you already emptied, and the first thing that can grow your build may be the climax itself.
- Both directions below keep the owner's every-return reset and death shifts, and the team's current rule that a living return changes and refills nothing. Changing those would be a different proposal.
+ Both directions below keep the rules above (see the [Owner Brief](/Hold%20The%20Flood/Brief)); changing them would be a different proposal.
## Two ways to keep returns worth taking
@@ 22,24 22,24 @@
[Combat Rules](/Hold%20The%20Flood/Combat%20Rules) and [Build Rules](/Hold%20The%20Flood/Build%20Rules) own releases and upgrades; [Survival And Loadout](/Hold%20The%20Flood/Survival%20And%20Loadout) owns canisters and dropped objects; [Connecting The Station](/Hold%20The%20Flood/Connecting%20The%20Station) owns joins.
- **Cost.** No rule changes, but the station must show clearly which sources are occupied, sealed or spent. Shortcuts can bypass cleared rooms and substantially shorten particular walks. The remaining question is whether their placement keeps each new frontier close enough during a long life.
+ **Cost.** No rule changes, but the station must show clearly which sources are occupied, sealed or spent. Shortcuts can bypass cleared rooms and substantially shorten particular walks.
### 2. Ride a carriage line — new rule
- **Changed rule, proposed.** A *carriage line* is a service carriage running between two *carriage stations*.
+ A *carriage line* is a service carriage running between two *carriage stations*.
- **Endpoints.** One station is aboard the ship, inside the airlock's inner door. The other is a forward station in a room you have reached on foot. Only one forward link exists at a time; linking another moves it.
- - **Activation.** A forward station is found dead. You restore it with world-time work while its room is quiet or separated, then commit the link. The carriage runs in the service conduit along the rooms you walked to get there, never through space you have not walked.
+ - **Activation.** A forward station is found dead. Restoring it takes time while the game runs and is done while its room is quiet or separated; then you commit the link. The carriage runs in the service conduit along the rooms you walked to get there, never through space you have not walked.
- **Riding out.** From the ship the ride is much shorter than the walk, and you breathe suit air throughout. You arrive at starting strength and look through the carriage's port before its door opens. The room is as it now is, not as you remember it: bodies you left alive may have moved, and nothing promises the platform is clear. If something waits in the ring, you can stay shut in and ride back, which ends the trip aboard. This sealed turn-back is allowed without opening the door or clearing the ring; the exposed boarding guard below applies only once the door has opened.
- **Riding home.** A forward station's start-up takes a few exposed seconds. It refuses while any creature stands inside its marked ring and stops if one enters, so pursuers must be cleared or shut out first. Room hazards, such as a vessel still drawing across a lane, do not stop it; you time them. Arriving at the ship station is arriving aboard: your temporary upgrades end.
- **Shifts.** A living return changes nothing. After a death the line survives only if persistent joins still hold every room between its endpoints together; otherwise it goes dark until you rebuild that route.
- - **Survivors still walk (proposed limit).** A rescue works because the person opens their own door and crosses under their own power on a short route you prepared. A carriage would make any linked room a rescue route without that preparation, send someone away from you mid-transfer, and raise the unresolved question of a death during their crossing. The owner could choose otherwise; the rescue rules would then change.
+ - **Survivors still walk.** A rescue works because the person opens their own door and crosses under their own power on a short route you prepared. A carriage would make any linked room a rescue route without that preparation, send someone away from you mid-transfer, and raise the question of a death during their crossing.
**What it buys.** The line replaces walking as far as its one current forward station; later frontiers can still lie farther away. Joined rooms pay off on repeated trips, and a short ride home lets a trip spend its air pushing into a climax instead of saving it for the walk back. Dying breaks unjoined lines, so death stays costly.
**Cost.** A new fixture with link, carriage and interrupted-ride state, conduit presentation in every room a line follows, and station placement in every region. The rooms between endpoints stop being revisited, along with their oxygen pressure.
- **Separate option: sending cargo home.** The carriage could also take one carried object home without you. That frees space mid-trip, so you can carry more finds. It also weakens the owner's shared-carrying tension, because full packs stop forcing a choice. It is not needed for the outings below, and the owner can take the ride without it.
+ **Separate option: sending cargo home.** The carriage could also take one carried object home without you. That frees space mid-trip, so you can carry more finds. It also weakens the shared-carrying tension, because full packs stop forcing a choice. It is not needed for the outings below, and the line can be taken without it.
### Which to take
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| Authoring and state | Readable source states | Station placement, link and carriage state, conduits |
| Main risk | Long walks for careful players | Rooms become a lobby; oxygen pressure fades on linked ground |
- **Recommendation: ride a carriage line,** with direction 1's closing, reach and shortcuts kept as ordinary play. For a careful player on a long life, current rules make successive pushes along the same route longer, and pushing into a climax means paying twice for the same walk. A line lets the station you connected shorten your trips and gives the owner's joining puzzle a felt benefit. Neither direction creates a new climb once a route's ordinary releases are spent: outing 3 below still fights at starting strength. This is a proposal for reaction; no owning rule changes yet.
+ **Recommendation: ride a carriage line,** with direction 1's closing, reach and shortcuts kept as ordinary play. For a careful player on a long life, current rules make successive pushes along the same route longer, and pushing into a climax means paying twice for the same walk. A line lets the station you connected shorten your trips and gives the joining puzzle a felt benefit. Neither direction creates a new climb once a route's ordinary releases are spent: outing 3 below still fights at starting strength.
## Three outings
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**The gallery.** From the loop's far threshold you see broad floor, two feeding mouths, a heavy creature behind the fixed shelter rib and vessels frosting on the loop's three beats: *anticipation*. Because the ride home will be short, you spend your air going in. When the release commits, both mouths pour. Your discs bank off the fixed rib and the gallery walls and cut lines through the packed ranks, up to three in flight at once until heat makes the Projector pause. You shut the nearer mouth mid-flood, hold the rib and seal the far mouth. The stage resolves, and you choose Fragment Wake: each disc now ends in a fan of fragments through the front ranks. For a minute the build does what you built it for. But the heavy creature and half a floor of bodies remain, and your air is low. You fall back to the loop; two bodies follow you into the ring, you put them down, the start-up cycle completes, and you ride home.
- **Home.** Both upgrades are gone. The core goes into the ship, and the Arc Emitter and Dynamo sit together in storage: an arc build waiting for more rig space, which only the still-missing navigation coupler provides. Yeva lays your counter photograph beside her wall. *(Example fiction.)* Her tally follows the counter beat for beat until one date, then doubles: something else began drawing on that line. The gallery's vessels are the obvious suspect. She wants to know, and so do you. *Curiosity* survives the reset because it belongs to a place and a person, not to your power.
+ **Home.** Both upgrades are gone. The core goes into the ship, and the Arc Emitter and Dynamo sit together in storage: an arc build waiting for more rig space, which only the still-missing navigation coupler provides. Yeva lays your counter photograph beside her wall. Her tally follows the counter beat for beat until one date, then doubles: something else began drawing on that line. The gallery's vessels are the obvious suspect. She wants to know, and so do you. *Curiosity* survives the reset because it belongs to a place and a person, not to your power.
### Outing 3 — back to an unfinished gallery
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It is won with what you know. On the loop's rhythm you close the vessel drawing across the cap control. You drive bodies onto both plates so the chamber holds near neutral while you work one moving rib, using the handrail when the balance slips. You make both cutter releases and seat the pin, fixing that rib; the other still swings, and the fixed shelter rib stays where it always was. That completes the gallery's checkpoint toward the exchanger core. In the exchanger room you free the core, then carry it back to the loop and ride home.
- **What this trip is, honestly.** A short ride to a starting-strength fight is not a renewed build climb. What is enjoyable is mastery: a room you understand, a threat you can read, and earlier work — the capped vessel, the knowledge of the plates — paying off. What is missing is the survivorslike rise. Regular growth from defeated enemies, if the owner chose it, might add some growth from those leftover bodies, but how much is undesigned and not guaranteed.
+ **What this trip is.** A short ride to a starting-strength fight is not a renewed build climb. What is enjoyable is mastery: a room you understand, a threat you can read, and earlier work — the capped vessel, the knowledge of the plates — paying off. What is missing is the survivorslike rise. Regular growth from defeated enemies, if the owner chooses it, might add some growth from those leftover bodies.
**Home.** Three of the ship's four assemblies are aboard: the isolation bridge from the station's opening, the regulator core and the exchanger core. The fourth, the navigation coupler, would also give the rig the space to mount the Arc and Dynamo waiting in storage. That is the next trip's reason. Mara's refuge lies past the gallery, but her walk to the ship is still too long for a short crossing, so she waits. Yeva has part of an answer and a sharper question for Dorn, wherever the station has put him.
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The line turns the station into a lobby. Players ride past the rooms they changed and stop feeling oxygen until the last room, and every trip becomes "find the next carriage station". The one-link limit and station placement are what hold that back, and both are guesses. Outing 3's fight at starting strength may feel like a chore rather than mastery under either direction.
- ## Still open
+ ## Open questions
- How long a ride should take, how many stations a region holds, and whether cargo home is worth its cost. Whether players enjoy a climax won by knowledge after the growth has gone can only be learned in play. The growth rhythm remains the owner's choice, and no owning rule has adopted the line.
+ - How long a ride should take.
+ - How many stations a region holds.
+ - Whether sending cargo home is worth its cost.
+ - Under direction 1, whether shortcut placement keeps each new frontier close enough during a long life.
+ - Whether survivors may ride a carriage line (the proposal says they walk); if they do, the rescue rules change.
+ - Whether there is regular growth from defeated enemies (the growth rhythm is the owner's choice), and how much outing 3's leftover bodies would then give.
+ - Whether players enjoy a climax won by knowledge after the growth has gone (only learnable in play).
+ - These rules are untested; numbers are proposals.
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9